Save or escape the Ark. Our Brink Walkthrough Primer Guide gets you ready for the fight with details about matches, weapons, and challenges.

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What's a Primer Guide: Rather than featuring full in-depth walkthroughs, Primer Guides are designed for general tips and hints. While Primer's are mostly helpful for newcomers to a game or genre, veterans may find it useful to brush up on the fundamentals.

What's New:

May 10, 2011: Version 1.0 of the Brink Primer Guide made.

Classes and Abilities

There are four classes that can be used from the start of the game. You can select a preferred class to spawn in as for the start of the match, but can also instantly switch classes at a command post. As you level up you will gain points to spend on various abilities. Which abilities you can purchase from are restricted by your overall rank. Additionally, as you level up you can unlock body types to change movement speed, health, and equipment choices.

Soldier

Soldiers' key abilities include Destructive objectives with their HE Charges. At their base skills Soldiers can restore ammo and throw explosive Molotovs in place of grenades.

An offensive based Soldier will most likely want to gain Extra Magazine and Kevlar Vest, along with Combat Intuition, Battle Hardened and Sprinting Reload from the general abilities. A More supportive Soldier will want Scavenge, Supply Max Increase and Resupply Rate Increase for sure.

Medic

A Medic can heal and revive teammates with their medical syringes. They can also do the same with human Escort objective VIPs.

At Rank 2 they gain abilities to boost health regeneration, temporary invincibility, increase supplies by one pip, and can give supplies to allies. With Rank 3 Medics can purchase another supply pip and boost a teammate's run speed. At Rank 4 Medics can further increase allies' health with a second pip and can self revive when downed. Their final ability at Rank 5 allows Medics to throw a revival grenade at all allies in the area.

Medics can be used as tough tanks with Improved Increase Supplies and Improved Life Buff, especially with a Heavy body type. However a more traditional supportive Medic will want Transfer Supplies, Speed Boost, Adrenaline Boost, and Lazarus Grenades to help teammates.

Engineer

Engineers can complete Constructive Objectives (Including broken machinegun nests) and can even counter HE Charges and Hackboxes placed by enemy Soldiers and Operatives. Additionally they can improve an allies' damage output and place hidden mines. Mines are armed when an enemy steps on them, but don't explode until they step off it. During this time an enemy Engineer can disable the mine.

At Rank 2 Engineers Can give their allies armor, build faster, and can deploy light turrets. At Rank 3 Engineers can upgrade command posts with an extra health pip and use stronger turrets. Advancing to Rank 4 will give Engineers a bigger weapon boost and allow them to place two mines at once. At the highest Rank of 5 Engineers can place their strongest turret.

Offensive Engineers will get the biggest bang from not only Improved Weapon Buff, but also placing a Gatling Turret near chokepoints and key objectives. A support Engineer will of course want to place down a turret, but also have access to Extra Kevlar and Command Post Upgrade. As you'll be completing many objectives it's also a good idea to have Sense Of Perspective.

Operative

Operatives can complete Hack Objectives by placing a Hackbox on the device. They can also discover hidden landmines and disguise as dead enemies.

At Rank 2 Operatives can make it harder for enemies to capture command posts, can spot enemies through walls, reveal all enemies on the radar, and throw sticky bombs. At Rank 3 Operatives can throw down caltrops and hack enemy turrets. At Rank 4 Operatives can take manual control of allied turrets and can explode when downed. Last, at Rank 5 Operatives can throw EMP grenades to stop turrets, mines, radars and further hamper Hackboxes and HE Charges.

An attacking Operative will want to make use of Caltrop Grenades to harm enemy forces, and Control Turret for heavy damage. Sticky Bomb and Cortex Bomb are also good for disrupting the enemy and getting the last laugh beyond the grave. Supportive Operatives will want Homing Beacon and Comms Hack to keep their allies informed at all times. They will also get quite a bit of use from Silent Running and Sense Of Perspective.

General

There are universal abilities that can be used by all four classes. In general, you'll want the abilities that add pips to your health and supplies. Sprinting reload is helpful if you are mainly an attacker, even more so if you're a Light body. Perspective is good for classes that will be completing many objectives, namely the Engineer and Operative. Downed Fire is great because many enemies will often ignore your fallen body to deal with your allies, leaving them shocked when you continue to attack.

Weapons

While you start with most weapons unlocked, others are gained by completing the four Challenge maps. You only need to complete these challenges once to use weapons and attachments with any of your characters. Lighter size weapons--such as pistols and sub machineguns--can be used by all body types, but stronger weapons are restricted to the beefier builds.

Rifles

Drognav

Strengths: Range, Accuracy

Weaknesses: Rate of Fire

Ammo Total: 24

Attachments: Front, Bottom, Top, Magazine

Usable Primary: All

Usable Secondary: Medium, Heavy

Unlocked From Challenge: Default Weapon

Barnett

Strengths: Damage, Range

Weaknesses: Rate of Fire, Reload Speed

Ammo Total: 12

Attachments: Front, Bottom, Top

Usable Primary: All

Usable Secondary: Medium, Heavy

Unlocked From Challenge: Parkour This *

Sub Machineguns

Kross

Strengths: Rate of Fire, Stability

Weaknesses: Damage, Range

Ammo Total: 210

Attachments: Front, Bottom, Top, Magazine

Usable Primary: All

Usable Secondary: Medium, Heavy

Unlocked From Challenge: Default Weapon

Galactic

Strengths: Rate of Fire, Stability

Weaknesses: Damage, Range

Ammo Total: 180

Attachments: Front, Bottom, Top, Magazine

Usable Primary: All

Usable Secondary: Medium, Heavy

Unlocked From Challenge: Default Weapon

Bulpdaun

Strengths: Rate of Fire, Accuracy, Stability

Weaknesses: Range

Ammo Total: 162

Attachments: Front, Bottom, Top, Magazine

Usable Primary: All

Usable Secondary: Medium, Heavy

Unlocked From Challenge: Be More Objective **

CARB-9

Strengths: Rate of Fire, Stability

Weaknesses: Range

Ammo Total: 180

Attachments: Front, Bottom, Top, Magazine

Usable Primary: All

Usable Secondary: Medium, Heavy

Unlocked From Challenge: Default Weapon

Tampa

Strengths: Rate of Fire, Stability, Reload Speed, Equip Speed

Weaknesses: Range

Ammo Total: 180

Attachments: Front, Bottom, Top, Magazine

Usable Primary: All

Usable Secondary: Medium, Heavy

Unlocked From Challenge: Default Weapon

Assault Rifles

Gerund

Strengths: Accuracy, Stability

Weaknesses: Damage, Range

Ammo Total: 90

Attachments: Front, Bottom, Top, Magazine

Usable Primary: Medium, Heavy

Usable Secondary: Heavy

Unlocked From Challenge: Default Weapon

Euston

Strengths: Rate of Fire, Stability

Weaknesses: Range

Ammo Total: 84

Attachments: Front, Bottom, Top, Magazine

Usable Primary: Medium, Heavy

Usable Secondary: Heavy

Unlocked From Challenge: Default Weapon

Rhett

Strengths: Stability

Weaknesses: Range

Ammo Total: 75

Attachments: Front, Bottom, Top, Magazine

Usable Primary: Medium, Heavy

Usable Secondary: Heavy

Unlocked From Challenge: Default Weapon

Rokstedi

Strengths: Reload speed

Weaknesses: Damage, Rate of Fire

Ammo Total: 60

Attachments: Front, Bottom, Top, Magazine

Usable Primary: Medium, Heavy

Usable Secondary: Heavy

Unlocked From Challenge: Default Weapon

FRKN-3K

Strengths: Accuracy

Weaknesses: Damage, Range

Ammo Total: 72

Attachments: Front, Bottom, Top, Magazine

Usable Primary: Medium, Heavy

Usable Secondary: Heavy

Unlocked From Challenge: Tower Defense *

Grenade Launchers

Lobster Grenade

Strengths: Stability

Weaknesses: Damage, Range, Rate of Fire

Ammo Total: 4

Attachments: None

Usable Primary: Medium, Heavy

Usable Secondary: Heavy

Unlocked From Challenge: Be More Objective *

EZ-Nade

Strengths: Damage

Weaknesses: Range, Rate of Fire, Accuracy, Reload Speed, Equip Speed

Ammo Total: 12

Attachments: None

Usable Primary: Heavy

Usable Secondary: None

Unlocked From Challenge: Escort Duty **

Shotguns

Mossington

Strengths: Equip Speed

Weaknesses: Range, Rate of Fire, Accuracy, Stability

Ammo Total: 24

Attachments: Front, Bottom, Top

Usable Primary: Medium, Heavy

Usable Secondary: Heavy

Unlocked From Challenge: Default Weapon

Hjammerdeim

Strengths: Damage

Weaknesses: Range, Rate of Fire, Accuracy

Ammo Total: 32

Attachments: Front, Bottom, Top

Usable Primary: Heavy

Usable Secondary: None

Unlocked From Challenge: Default Weapon

Machineguns

Maximus

Strengths: Accuracy, Stability

Weaknesses: Reload Speed, Equip Speed

Ammo Total: 150

Attachments: Front, Top, Magazine

Usable Primary: Heavy

Usable Secondary: None

Unlocked From Challenge: Default Weapon

Chinzor

Strengths: Rate of Fire, Stability

Weaknesses: Range, Reload Speed, Equip Speed

Ammo Total: 200

Attachments: Front, Magazine

Usable Primary: Heavy

Usable Secondary: None

Unlocked From Challenge: Default Weapon

Gotlung

Strengths: Rate of Fire, Stability

Weaknesses: Accuracy, Reload Speed

Ammo Total: 200

Attachments: None

Usable Primary: Heavy

Usable Secondary: None

Unlocked From Challenge: Tower Defense **

Pistols

Kalt

Strengths: Accuracy, Reload Speed, Equip Speed

Weaknesses: Damage, Range

Ammo Total: 48

Attachments: Front, Bottom, Top, Magazine

Usable Primary: None

Usable Secondary: All

Unlocked From Challenge: Default Weapon

Tokmak

Strengths: Accuracy, Reload Speed, Equip Speed

Weaknesses: Damage, Accuracy

Ammo Total: 72

Attachments: Front, Bottom, Top, Magazine

Usable Primary: None

Usable Secondary: All

Unlocked From Challenge: Default Weapon

Belgo

Strengths: Rate of Fire, Accuracy, Stability

Weaknesses: Damage, Range

Ammo Total: 60

Attachments: Front, Bottom, Top, Magazine

Usable Primary: None

Usable Secondary: All

Unlocked From Challenge: Parkour This **

Sea Eagle

Strengths: Accuracy, Equip Speed

Weaknesses: Damage, Range, Rate of Fire

Ammo Total: 30

Attachments: Front, Bottom, Top, Magazine

Usable Primary: None

Usable Secondary: All

Unlocked From Challenge: Default Weapon

Ritchie

Strengths: Reload speed, Equip Speed

Weaknesses: Damage, Rate of Fire

Ammo Total: 24

Attachments: Front, Bottom, Top, Magazine

Usable Primary: None

Usable Secondary: All

Unlocked From Challenge: Be More Objective *

Front Attachments

Silencers

Function: Prevents showing on the radar during firing

Usable on Rifles: Drognav, Barnett

Usable on Sub Machineguns: Kross, Galactic, Bulpdaun, CARB-9, Tampa

Usable on Assault Rifles: Gerund, Euston, Rhett, Rokstedi, FRKN-3K

Usable on Shotguns: Mossington, Hjammerdeim

Usable on Machineguns: Maximus, Chinzor

Usable on Pistols: Kalt, Tokmak, Sea Eagle, Belgo, Ritchie

Unlocked From Challenge: Parkour This **

Muzzle Brakes

Function: Improves aim

Usable on Rifles: Drognav, Barnett

Usable on Sub Machineguns: Kross, Galactic, Bulpdaun, CARB-9, Tampa

Usable on Assault Rifles: Gerund, Euston, Rhett, Rokstedi, FRKN-3K

Usable on Shotguns: None

Usable on Machineguns: Maximus, Chinzor

Usable on Pistols: Kalt, Tokmak, Sea Eagle, Belgo, Ritchie

Unlocked From Challenge: Escort Duty *

Bottom Attachments

Front Grips

Function: Improves stability

Usable on Rifles: None

Usable on Sub Machineguns: Kross, Galactic, Bulpdaun, CARB-9, Tampa

Usable on Assault Rifles: Gerund, Euston, Rhett, FRKN-3K

Usable on Shotguns: None

Usable on Machineguns: None

Usable on Pistols: None

Unlocked From Challenge: Parkour This *

Speed Slings

Function: Boosts equip speed

Usable on Rifles: Drognav, Barnett

Usable on Sub Machineguns: Kross, Galactic, Bulpdaun, CARB-9, Tampa

Usable on Assault Rifles: Gerund, Euston, Rhett, Rokstedi, FRKN-3K

Usable on Shotguns: Mossington, Hjammerdeim

Usable on Machineguns: None

Usable on Pistols: None

Unlocked From Challenge: Be More Objective **

Speed Holsters

Function: Boosts equip speed

Usable on Rifles: None

Usable on Sub Machineguns: None

Usable on Assault Rifles: None

Usable on Shotguns: None

Usable on Machineguns: None

Usable on Pistols: Kalt, Tokmak, Sea Eagle, Belgo, Ritchie

Unlocked From Challenge: Be More Objective **

Underslung Grenade Launcher

Function: Replaces normal grenade function with a grenade launcher

Usable on Rifles: None

Usable on Sub Machineguns: None

Usable on Assault Rifles: Gerund, Euston, Rhett, Rokstedi, FRKN-3K

Usable on Shotguns: None

Usable on Machineguns: None

Usable on Pistols: None

Unlocked From Challenge: Tower Defense *

Top Attachments

Adjusted Iron Sights

Function: No Longer zoom, maximizing peripheral vision

Usable on Rifles: None

Usable on Sub Machineguns: Kross, Galactic, Bulpdaun, CARB-9, Tampa

Usable on Assault Rifles: Gerund, Euston, Rhett, Rokstedi

Usable on Shotguns: Mossington, Hjammerdeim

Usable on Machineguns: Maximus

Usable on Pistols: Kalt, Tokmak, Sea Eagle, Belgo, Ritchie

Unlocked From Challenge: Tower Defense *

High Powered Scopes

Function: Zooms in, but hinders peripheral vision

Usable on Rifles: Drognav, Barnett

Usable on Sub Machineguns: Kross, Galactic, Bulpdaun, CARB-9, Tampa

Usable on Assault Rifles: Gerund, Euston, Rhett, Rokstedi

Usable on Shotguns: None

Usable on Machineguns: Maximus

Usable on Pistols: Kalt, Tokmak, Sea Eagle, Belgo, Ritchie

Unlocked From Challenge: Escort Duty *

Red Dot Sights

Function: Places a reticule on the target

Usable on Rifles: Drognav, Barnett

Usable on Sub Machineguns: Kross, Galactic, Bulpdaun, CARB-9, Tampa

Usable on Assault Rifles: Gerund, Euston, Rhett, Rokstedi

Usable on Shotguns: Mossington, Hjammerdeim

Usable on Machineguns: Maximus

Usable on Pistols: Kalt, Tokmak, Sea Eagle, Belgo, Ritchie

Unlocked From Challenge: Escort Duty *

Magazine Attachments

Duct-Taped Magazines

Function: Increases reload speed

Usable on Rifles: None

Usable on Sub Machineguns: Kross, Galactic, Bulpdaun, CARB-9, Tampa

Usable on Assault Rifles: Gerund, Euston, Rhett, Rokstedi, FRKN-3K

Usable on Shotguns: None

Usable on Machineguns: None

Usable on Pistols: None

Unlocked From Challenge: Be More Objective *

Drum Magazines

Function: Greatly increases ammo in each magazine, but lowers reload and equip speeds

Usable on Rifles: None

Usable on Sub Machineguns: Kross, Galactic, CARB-9, Tampa

Usable on Assault Rifles: Gerund, Euston, Rhett, Rokstedi

Usable on Shotguns: None

Usable on Machineguns: None

Usable on Pistols: None

Unlocked From Challenge: Escort Duty **

High-Capacity Magazines

Function: Increases ammo in each magazine

Usable on Rifles: None

Usable on Sub Machineguns: Kross, Galactic, Bulpdaun, CARB-9, Tampa

Usable on Assault Rifles: Gerund, Euston, Rhett, Rokstedi, FRKN-3K

Usable on Shotguns: None

Usable on Machineguns: Maximus, Chinzor

Usable on Pistols: Kalt, Tokmak, Sea Eagle, Belgo

Unlocked From Challenge: Tower Defense **

Rapid Fire

Function: Increases rate of fire

Usable on Rifles: Drognav

Usable on Sub Machineguns: None

Usable on Assault Rifles: Rokstedi

Usable on Shotguns: None

Usable on Machineguns: None

Usable on Pistols: Kalt, Tokmak, Sea Eagle, Ritchie

Unlocked From Challenge: Parkour This *

Maps

Brink features eight maps: four with Security on the Offense, and four with the Resistance as Offense. If you decide to play the Campaign, you'll play each map in a different order depending on your faction. During Co-Op games the enemies will be bots, while Versus games can feature human players.

This is a Security focused map where you will be escorting a Maintenance Bot. Engineers will be needed to repair the device if it is damaged by the enemy. The two key chock points are at the Gate and Crane, where the Resistance will have a spotting advantage and machinegun nests. It's actually a great offense tactics to place down turrets to help defend the bot. After you've taken the Maintenance Bot far enough you can abandon it and simply run with the sample.

This is the first map for both Campaigns. Security needs to send a Soldier to quickly destroy the door and then escort the hostage to the boat on the docks. While the hostage will automatically take the ramp to the top, it's still a great idea to fix the lift generator and allow access from several points.

Yet another Security based map. Your first objective is to repair the broken crane in the center of the map. There are three ways to enter the area, but Resistance Engineers have the capability to seal off several sides with constructed barricades. It's smarter to split up and take the enemy from all sides, making sure to place turrets to keep the Resistance reinforcements at bay.

In the second part of the map be sure to repair the crane controls to create a shortcut. This will help immensely in getting the jump on the Resistance. You'll want to switch to Operative and place the hackbox on the missile controls. You can move a short distance and still maintain two or three bars on your hacking device. It's best to take cover behind the short panel behind (you will want to also crouch down) or into one of the doors on either side.

The first Resistance based map. Taking down the Conduit is very easy as it's tucked into a small nook that the enemy will have to drop down to defend. It's better to march from the top route to get to the safe, although sending a few people through the lower stairs will help distract the enemy.

Escorting Nechayev is the hardest part of the mission, as there are plenty of choke points, especially at the exit to the docks. The small nook that worked to your advantage at the start of the map will now be the main hurdle. To remedy this, send a few Resistance members over the top of the wall, similar to what the Security did at the start of the map.

Reactor is a Resistance attack map, even though it's not a part of their campaign. There are two locations to hack the vent, allowing an easy means to distract the enemy and access the next area. There are some wide open areas, making long range rifles one of the best weapons for takeout enemies that carelessly try to defend the doors. In the second area there are two winding paths leading to reactor, forcing the enemy to spread their forces thin. You can try storming everyone full force, or split up and allow one squad to slip by and plant the charge.

This is the final map to the Resistance campaign and among the most challenging. Getting to the Storage Depot can be tad frustrating, but once you have it defending the area is key. Place turrets and mines to help support your Soldier destroying the door and your runner taking the fuel to the plane. The defenders will most likely try and stop you both at the depot door and at the plane itself, leaving some space in the middle to ready your offense. Delivering the Avionics is almost the same as the previous objective, although you'll no need to use Operatives rather than Engineers. The hacked terminal is rather close to the Security spawn, making it difficult to get the Avionics if they are dropped.

An early map designed for a Security offense. Both of the main objectives can be rather hard, though. The mainframe is housed in a glass room, allowing the Resistance a strong foot to defend the area and spot anyone who attacks. The second area, where the datakey is stored, is very open and hard to attack. If the Resistance manages to place turrets and mines near the safe it's can be rather difficult to retrieve the datakey. If you do manage to nab the items, it's a short sprint to the goal line.

The fourth Resistance offense mission. The pillar that needs to be destroyed is in the center of a large room. While the enemy might try to place turrets to guard one section of the room or another, there are too many entrances to fully protect the whole zone. Sneak in from the least defended side and push the enemy into one of the store fronts. Place the charge, all while using the pillar itself as cover. In the second is the Resistance version of escorting the bot. However, it's even harder to defend it due to how open the area is.

At many turns Security will have access to high up machinegun nests and several routes to jump your location. You can use the Bot itself or the bridge to defend from enemy fire, though you'll have to repair the machine afterwards. It can be hard to get into the small hacking room, but once inside it's a breeze to defend. Place up a turret and several guards at each of the four doors. This will allow Operatives to hack without fear of being shot.

Challenges

Challenges can be undertaken in order to gain new guns and attachments. There are four different challenges: Be More Objective, Parkour This, Escort Duty, and Tower Defense. When a character completes on level of each challenge type they will move onto the next level and cannot repeat an earlier challenge. To play the lower end challenges again, you will need to create a new character.

Be More Objective

You will need to complete several different objectives in a row, each which require a different class. The first is Demolition with a Soldier's HE Charge, the second is repairing with an Engineer, and finally hacking as an Operative. In solo type matches you will need to manually change classes, as your bot allies will never complete the objectives themselves. As you move up into higher difficulty levels the amount of enemies will increase from four up to six.

It is highly recommended that you complete these challenges with other human players as the friendly bots are incompetent. It's best if all four players each take a different class to cover one another. This way each player can synergize, such as an Engineer to lay down turrets to stall enemies, a Medic boosts the health and adrenaline of the team, while the Soldier plants the charge. If possible, make sure that each player is at minimum of Rank 3 and knows abilities for their role.

Parkour This

This is a movement based challenge that does not require shooting or other means of fighting. Your goal is to touch each of the targets scattered around the course. Each challenge level decreases the amount of time you have to complete the mission. While it's fairly easy as a Medium body type, you can shave off several seconds of time by waiting until character Level 7 for the Light body type. Avoid using a Heavy body type unless you really want a handicap.

Escort Duty

For this challenge you will be escorting a maintenance bot to the other side of the map. During solo play you will be restricted to the Engineer class, so be sure to have abilities purchased for the job. Because you don't need to be by the bot at all times, feel free to march ahead and place down mines and a turret to stall the enemy. Keep in mind that the bot will destroy your turret if they collide with each other. Most importantly be sure to steal and upgrade the enemy command post to increase your health pips. If you want to make the mission very easy wait until Rank 4 and be sure to purchase a Medium Turret and the ability to place two mines at once.

Tower Defense

The goal of this challenge is to secure and protect the command post in the center of the map. As with Escort Duty, you must play as an Engineer for the solo mission. Rank up to 3 or 4 and buy some Engineer skills to make this challenge simpler. Before taking the command post set up your mines and turret on the catwalks to block off the enemy. Once the post is in your control the enemies will start spewing out.

Each wave of enemies will increase the amount of troops that attack at once. In the early levels only about two Resistance members will attack, but at higher challenge levels up to six or more enemies will charge simultaneously. They the enemy does manage to steal the command post, you will have thirty seconds to clear the area and retake the post. Despite the timer for this challenge, you don't need to protect the post for the entire time. Instead there are a finite amount of enemies that you will need to kill, though there is never an indication of the enemy's totals.